Zenith Revelations
Level9

Source

Core Rulebook pg. 100

At 9th level and again at 17th level, you gain two powerful stellar revelations. Choose two revelations from the zenith revelations list: one graviton revelation and one photon revelation. Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned.

Options

Graviton

Exerting your will upon the universe, you generate an aura that brings your foes to their knees (or similar joints). When you’re fully graviton-attuned, as a move action, you can generate a 20-foot-radius aura of submission. An enemy that ends its turn within the aura must attempt a Fortitude save. On a failure, that creature gains the overburdened condition until the end of its next turn. At 17th level, a creature that fails the save instead gains the pinned condition until the end of its next turn. This aura lasts for 1 round plus 1 round for every 4 solarian levels you have, or until you become photon-attuned.

Photon

When you’re fully photon-attuned, as a standard action, you can create a momentary chain of bursting energy that burns through the terrain. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. You deal 5d6 fire damage, plus 1d6 for every 2 solarian levels you have beyond 9th, to each creature in each radius. An affected creature can attempt a Reflex save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability.

Graviton

Your understanding of the secrets of dark matter enables you to generate the mysterious substance. When you’re fully graviton-attuned, you can take a standard action to create regions of darkness. You can fill one 5-foot square with darkness for each solarian level you have. This effect lasts 1 round per solarian level; you can take a swift action to end the effect. The darkness must be continuous and unbroken when formed, and the dark matter can’t be moved. The darkness blocks all sight, even darkvision, but you can see through it.

Fear HorizonSu

Level 9

Graviton

When you’re fully graviton-attuned, you can leverage cosmic gravity as a standard action to drain enemies’ hope. All enemies in a 30-foot emanation with a CR equal to or less than your level become frightened for 1 minute (Will negates). At the end of each of its turns, an affected creature can attempt a new saving throw to end the effect prematurely. This is a mind-affecting fear effect.

Source

Tech Revolution pg. 31

Graviton

When you’re fully graviton-attuned, you can call creatures of intense gravity to fight for you as a standard action. This functions as summon creature with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be shadow creatures. Creatures you summon with this ability gain the Coordinated Shot feat.

Graviton

When you’re fully graviton-attuned, you can release a wave of crushing gravitational power as a standard action. This revelation affects creatures in a 30-foot cone. Each affected creature takes 1d6 bludgeoning damage for every 2 solarian levels you have and is knocked prone. A successful Fortitude save halves the damage and negates the knockdown effect. In addition, ground in the affected area becomes difficult terrain. At 17th level, a creature that fails the save also becomes exhausted.

Photon

When you’re fully photon-attuned, you can create a simulacrum of a star as a standard action. The star is a 10-foot-radius sphere that fills your square (or one square of your space, if you’re larger than Medium) and all squares within 5 feet of that space. Any creature that starts its turn in the same space as the star takes 1d6 fire damage for every 2 solarian levels you have, and any creature that starts its turn outside the star but within 5 feet of it takes half that damage. At 17th level, you can create your star simulacrum as a 15-foot-radius sphere that affects your square and all squares within 10 feet of that space (a total of 21 squares).

Creatures can move through the star, but it exerts a gravitational pull, and any creature inside it or within 5 feet of it must spend twice as much movement for each square of movement that takes it away from the center of the star. The star remains for 1d4+1 rounds, and stays in place even if you later move. You are immune to all effects of your own miniature star.

Source

Core Rulebook pg. 100

Nebula StormSu

Level 9

Graviton

When you’re fully graviton-attuned, as a standard action, you can create areas of cosmic energy that make it difficult to maneuver. When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 20 feet from the center of one other radius. These areas become difficult terrain for a number of rounds equal to your solarian level, and any creature that starts their turn within this difficult terrain takes 3d6 bludgeoning damage, plus 1d6 for every 3 solarian levels you have beyond 9th. An affected creature can attempt a Fortitude save to take half damage. At 17th level, you can create three, four, or five bursts when using this ability.

Source

Core Rulebook pg. 100

Particle WaveSu

Level 9

Photon

When you’re fully photon-attuned, you can dissolve into a Large cloud composed of thousands of flaming pinpoints of brilliance as a standard action. While in this form, you gain a swarm attack that deals 4d6 fire damage, swarm defenses, swarm immunities (Starfinder Alien Archive 157), and a fly speed equal to your land speed. You lose all normal modes of attack and movement, all abilities that depend on your physical form, and any bonus to your KAC and EAC granted by your armor. You can maintain this form for a number of rounds equal to your solarian level. Returning to your normal form before the duration expires requires a standard action. The damage of your swarm attack increases by 1d6 for every 3 solarian levels you have beyond 7th. At 17th level, targets damaged by your swarm attack must succeed at a Reflex saving throw or be blinded for 1 round.

Level 9 10 13 16 19
Damage 4d6 5d6 6d6 7d6 8d6

Source

Armory pg. 153

Pulsar SpinSu

Level 9

Photon

You can imitate the glory of a spinning pulsar. When you are fully photon-attuned, you can make a sudden spin as a standard action, emitting high-energy particles in a 120-foot line centered on you and extending 60 feet in either direction. Creatures in the affected squares other than you are exposed to low radiation. When you reach 6th level, creatures within your pulsar spin are exposed to medium radiation instead; at 12th level, they’re exposed to high radiation, and at 20th level, they’re exposed to extreme radiation.

In addition, when you use this power, any creature within 10 feet of you must succeed at a Fortitude save or be rendered off-target and flat-footed for 1 round by the tumultuous magnetic waves.

Graviton

When you’re fully graviton-attuned, you can pull a creature outside the normal confines of space and time. To use this ability, you must succeed at a melee attack against the target’s EAC. If you hit the target, it must succeed at a Will saving throw or be shunted out of reality for 1d4 rounds. The creature is in an extradimensional space that causes it no harm, but it effectively ceases to exist and it cannot be located or contacted by any mundane or magical means. When the duration expires, the creature reappears in the space it last occupied, or in the closest unoccupied space if its original space is now occupied. To the target creature, it seems as if no time has passed during its absence, and it returns exactly in the state it was when it disappeared, including having the same duration remaining on any spells or effects that were affecting it at the time of its departure. At 17th level, you can spend 1 Resolve Point as a reaction when you hit a creature with this ability to increase its duration to a number of rounds equal to half your solarian level.

Source

Armory pg. 153

Ray of LightSu

Level 9

Photon

When you’re fully photon-attuned, as a move action, you can transform yourself into a ray of light and move at light speed to any space you can see within long range. Any barrier that would block, reflect, or scatter light prevents you from moving through it. No creature can use a reaction to interfere with your movement or make attacks of opportunity against you unless it’s capable of reacting faster than the speed of light. At 17th level, you can touch one willing or unconscious creature to convert it to light and bring it with you as part of the same action.

Source

Core Rulebook pg. 100

Photon

When you’re fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by haste (see page 358) for 1 minute after you use this revelation. At 17th level, the extra speed from the haste effect increases to 60 feet (to a maximum of three times the creature’s normal speed).

Source

Core Rulebook pg. 100

Photon

When you’re fully photon-attuned, you can invite creatures of fiery power to fight for you as a standard action. This functions as summon creature with a spell level equal to one-third your solarian level. You select which four creatures you can summon each time you gain a solarian level, and they must all be fire creatures. The natural attacks of creatures you summon with this ability have the limning weapon fusion.

StarquakeSu

Level 9

Graviton

When you’re fully graviton-attuned, you can create a violent ripple of movement to knock down your foes. As a move action, you can move up to your speed along the ground without provoking attacks of opportunity. Each creature you are adjacent to at any point during that movement takes 1d8 bludgeoning damage and must succeed at a Reflex save or be knocked prone. The affected creatures don’t need to be standing on solid ground to fall prone, and any that were in the air (but still adjacent to you) fall to the ground on a failed save. The damage increases by 1d8 for every 3 solarian levels you have beyond 7th. At 17th level, you can move up to twice your speed along the ground with this revelation.

Source

Core Rulebook pg. 100

Photon

As a standard action when you’re fully photon-attuned, you can heal a creature you touch that has been dead for no more than 2 rounds. The creature is restored to life with 1 Hit Point and has 1 negative level for 24 hours. This ability has no effect on creatures slain by death effects, creatures turned into undead, or creatures whose bodies were significantly mutilated.

Source

Tech Revolution pg. 31

Time DilationSu

Level 9

Graviton

When you’re fully graviton-attuned, you can make time pass more slowly for your enemies. As a standard action, you can project a gravitational wave in a 30-foot cone. You choose which creatures in the cone are affected and which ones aren’t. Each target must succeed at a Fortitude save or by affected by slow (see page 377) for a number of rounds equal to your solarian level. At 17th level, even targets that succeed at their saving throws are affected by slow for 1 round.

Source

Core Rulebook pg. 100

WormholesSu

Level 9

Graviton

When you’re fully graviton-attuned, you can create two linked wormholes as a standard action. One wormhole must be adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two squares. You and any Large or smaller creatures you mentally designate (you can designate “all creatures,” “all lashuntas,” or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole’s intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have. At 17th level, you can create three wormholes using this ability, and upon entering the wormhole, a creature can decide which of the other two wormholes to exit.

Source

Core Rulebook pg. 100


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